The Blood Strike infinite slide glitch exploits slide-canceling to maintain 85-95% movement speed through precise 2-4 frame input windows. Requires Fixed Speed acceleration, frame-perfect execution, and strategic wall-cancels. Despite December 2025 nerfs, core functionality remains intact, offering competitive advantages when combined with Parkour Master's 25% boost and SPIKE Level 3's 10% bonus.
Understanding the Mechanics
Infinite slide differs from standard sliding by manipulating momentum decay. Normal slides lose 40-60% velocity over 8-12 frames at walls; this technique preserves speed through animation canceling. It leverages Blood Strike's input buffer (3-5 frames/50-83ms at 60 FPS), letting you chain slides before previous animations complete.
The exploit centers on slide-canceling to postpone velocity reduction during movement transitions. Executed correctly, you maintain near-sprint speeds indefinitely by resetting decay timers before they trigger.
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Animation buffer analysis shows why this persists post-patch. The movement system prioritizes responsive controls by accepting inputs before animations complete. This buffer window, designed for better gameplay feel, creates the exploit when you input slides within the critical 2-4 frame window before decay initiates.
Speed Comparison Data

Base sprint: 100%
Standard slide: 120% initial, decays to 80% over 1.2s
Infinite slide: 115-120% sustained
Parkour Master: +25%
SPIKE Level 3: +10%
Combined SPIKE + Parkour: +35% total
Level 5 Machine Gun: +33%
Wall-cancels add 15-20% speed retention, pushing total velocity to 50-55% above base when stacked. This translates to 3-5 second advantages on critical rotations.
Frame Rate Impact
Frame rate directly impacts consistency. At 60 FPS, wall contact spans 2-4 frames (33-66ms):
120 FPS: 16-33ms window (halved)
144 FPS: 14-28ms window
20-40ms latency: requires 1 frame earlier input
Maintain 60+ FPS for reliable execution. The 50-83ms buffer at 60 FPS provides margin for consistent slide-canceling.
Exact Input Sequence
Configuration Requirements
Set Acceleration to Fixed Speed in Settings → Sensitivity → Slide. This eliminates variable momentum curves disrupting timing.

Optimal settings:
Pro eDPI: 2800-4200 (800 DPI × 3.5-5.25 sensitivity)
Example: 800 DPI × 5 = 4000 eDPI
cm/360: 25-45cm
Firing Sensitivity: 15-25% lower than Camera
Example: Hip 6 = ADS 4.2-4.5
Disable Auto Sprint for manual control. Auto-sprint adds delays conflicting with frame windows.
Hardware specs:
USB polling: 1000Hz
Disable mouse acceleration
Crosshair: 2-4 pixels
Frame-by-Frame Breakdown
Sprint Initiation (Frames 1-15): Reach max sprint velocity
First Slide (Frame 16): Execute at peak speed
Slide-Cancel Window (Frames 18-20): Jump within 2-4 frames
Momentum Preservation (Frame 21): Land, immediately input next slide before decay
Chain Continuation (Frames 22+): Repeat steps 3-4
Visual checkpoints:
Forward lean animation maintained
Speed lines consistent
Slide dust particles rapid succession
Minimal camera height oscillation
Controller vs Touch
Controller: Remap slide to right stick click or shoulder button. 8-12ms input delay.
Touch: Set slide gesture to swipe with 10-15% screen height threshold. Position adjacent to movement controls. 15-25ms input delay—requires 1-2 frame earlier anticipation.
Step-by-Step Tutorial
Phase 1: Sprint Momentum
Practice in custom matches, open areas 50+ meters. Sprint minimum 2 seconds (15-20m) to reach max velocity. Visual confirmation: full sprint animation with arms pumping at max frequency.
Practice sprint-to-slide 50-100 reps, focusing on smooth timing without premature activation.
Phase 2: First Slide Cancel

Input slide at peak sprint, then prepare jump. Critical window opens 2-4 frames after slide begins—when leading knee reaches max forward extension.
Execute jump within window while maintaining forward input. Success produces low hop preserving horizontal momentum.
Failure indicators:
High jump: too early
Momentum loss: too late
Full slide animation: missed window
Repeat 100-200 reps until 70%+ success rate.
Phase 3: Chaining Slides
Upon landing, immediately input second slide before landing animation completes. Input buffer stores this during landing frames.
Rhythm: slide-jump-land cycle completes in 20-25 frames (333-416ms) at 60 FPS—roughly 2.4-3 inputs/second.
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Practice three-slide chains, maintaining consistent velocity. Visual: speed lines constant intensity.
Phase 4: Infinite Loop
Extend to 5+ consecutive slide-cancels. Advanced players achieve 10-15+ chains maintaining 115-120% speed.
Rhythm techniques:
Audio cues: slide sound effects
Visual cadence: camera bob
Haptic feedback: vibration pulses
Commit to settings for 50-100 matches. Adjust sensitivity 5-10% if plateauing, but avoid frequent changes.
Advanced Combinations
Wall-Cancel Integration
Wall-cancels maintain 85-95% pre-contact speed vs 40-60% reduction from standard collisions.
Execution:
Sprint toward walls at 25-45° angles, 10-15m before contact
Input Ice Barrier 1-2 frames before contact (1000 HP, 25s duration)
Maintain slide through contact
Exit at preserved velocity, continue chain
Applications:
Corner rotations without speed loss
Defensive retreats maintaining distance
Unexpected angle approaches
Slide-Jump Momentum Transfer
Chain jump-slides for max distance, disrupting aim assist. Input jump 1 frame earlier than normal cancel for higher trajectory, extending horizontal travel 15-20%.
Usage:
Gap crossing
Evasive movement under fire
Objective entries requiring vertical clearance
Trades sustained velocity for burst distance—situational use.
Combat Applications
Fire during brief ground contact frames between slides when accuracy resets. Creates stutter-fire: slide → land → fire 1-2 rounds → slide.
Best weapons:
SMGs: minimal penalty, high fire rate
Shotguns: spread less affected
Level 5 Machine Gun: 33% speed stacks with slide
Advanced players achieve 60-70% standing accuracy while maintaining 90%+ chain consistency.
Character Selection
Best Characters
S-Tier (Parkour Master)
Max slide velocity
Optimal aggressive rotations
Best objective rush
A-Tier (SPIKE Level 3)
Strong velocity enhancement
Balanced mobility-combat
Versatile team fit
B-Tier (Standard speed)
Baseline performance
Ability-focused
Situational selection
Hitbox Advantages
Smaller models present 15-20% reduced hitbox volume. At 150%+ base speed, hit registration difficulty increases proportionally for opponents.
Select compact models when prioritizing infinite slide for survival. Reduced hitbox + max velocity creates highest enemy accuracy penalty.
Map-Specific Routes
High-Value Rotations
Long corridors with minimal obstacles offer ideal environments. Routes connecting spawns to objectives where 3-5 second advantages secure positional control.
Criteria:
40+ meter straight distance
Less than 2m vertical variance
Wide enough for 25-45° wall approaches
Strategic endpoints (objectives, power positions)
Practice routes in customs, compare times. Routes showing 25%+ reduction become ranked priorities.
Defensive Retreats
Sustained 115-120% speed creates separation outpacing standard sprint, buying 2-4 seconds for cooldowns or reinforcements.
Framework:
Identify 30+ meter retreat path
Initiate chain immediately upon disengaging
Maintain while monitoring pursuit
Terminate at defensive position
Objective Rushes
Routes delivering 3-5 seconds before standard timing create numerical advantages. Coordinate staggered approaches from multiple angles to overwhelm defenses.
Common Mistakes
Input Timing Errors
Symptom: Full slide without jump Cause: Jump 5+ frames late Solution: Accelerate jump by 50-100ms, practice with metronome at 2.4-3 BPM
Symptom: Jump without slide Cause: Jump before slide registers Solution: Delay jump 30-50ms, ensure slide visual confirmation
Symptom: Inconsistent chains (2-3 then break) Cause: Rhythm degradation Solution: Reset rhythm every 3-4 slides, use audio cues
Device Performance
Frame instability destroys timing. Maintain 60+ FPS minimum (120+ recommended). Disable background apps, reduce graphics for frame rate, monitor temperature throttling.
20-40ms ping requires 1 frame earlier input. Practice at typical server latency.
Sensitivity Settings
Camera exceeding movement sensitivity by 25%+ creates drift. Verification:
Execute 10 chains in straight line
Measure lateral drift (should be <2m over 50m)
If exceeding, reduce Camera Sensitivity 5-10%
Repeat until consistent
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Competitive Considerations
Developer Stance
Infinite slide survived December 2024 nerf, indicating tolerance or technical challenges. Historical patterns show movement exploits eventually patched once competitive impact reaches thresholds.
September 4, 2025 update adds 120 FOV, suggesting continued movement system focus—potential inadvertent patches.
Ban Risk
No documented bans for infinite slide as of January 2025. Exploits mechanics, not external software—gray area. Game enforces 10-year bans for cheating; future policy changes possible.
Mitigation:
Avoid third-party software
Monitor official announcements
Maintain legitimate progression
Prepare alternative techniques
Post-Patch Preparation
Transferable skills surviving patches:
Slide-jump timing
Wall-angle approaches
Directional input precision
Spatial awareness
Practice fundamentals alongside exploit for faster adaptation.
Practice Routines
Daily Drills (50 minutes)
Drill 1: Static Chains (10 min)
20 consecutive chains, straight lines
Target: 15+ slides, 80%+ success
Focus: rhythm, timing precision
Drill 2: Directional Control (10 min)
Chains with 90° changes every 5 slides
Target: maintain through 4+ changes
Focus: camera-movement coordination
Drill 3: Combat Integration (15 min)
Chains while engaging stationary targets
Target: 60%+ accuracy during slide-shooting
Focus: firing discipline, movement-accuracy balance
Drill 4: Map Routes (15 min)
Practice 5 high-value routes
Target: 90%+ optimal time
Focus: application, route memorization
Progressive Difficulty
Week 1-2: 5+ slides, 70% success, straight-line only Week 3-4: 10+ slides, 75% success, 45° changes, static targets Week 5-6: 15+ slides, 80% success, 90° changes + wall-cancels, moving targets Week 7-8: 20+ slides, 85% success, full routes under pressure, casual matches Week 9+: Ranked application, advanced combinations, counter-strategy adaptation
Performance Metrics
Track weekly:
Chain Length Average (20 attempts)
Route Completion Time (25%+ improvement target)
Combat Accuracy During Slides (vs standing baseline)
Ranked Match Application Rate
FAQ
What is the Infinite Slide glitch? Exploits slide-canceling to maintain 85-95% speed indefinitely through 2-4 frame input windows, chaining slides before momentum decay triggers.
How do you perform it? Sprint to max velocity, input slide, jump within 2-4 frames (33-66ms at 60 FPS), land and immediately input next slide. Maintain 2.4-3 inputs/second rhythm.
Will it get patched? Survived December 2024 adjustments, but future patches possible. No official timeline announced as of January 2025.
Best character? Parkour Master carriers (25% boost). SPIKE Level 3 secondary (10%). Combined: 150-155% base speed.
Is it bannable? No documented bans as of January 2025. Gray area—exploits mechanics, not software. 10-year bans exist for cheating; policy could change.
How much faster? 115-120% base speed. With Parkour + SPIKE: 150-155%. Wall-cancels add 15-20%, totaling 50-55% enhancement over standard movement.
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